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blender-archive/source/blender/nodes/shader/node_shader_tree.c
Bastien Montagne 6673c76e78 Muting node patch: second part. Also fix [#27636] Muting shading nodes is ignored
Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node.
Shader nodes are also GLSL muted.

However, Cycles is currently unaware of muted nodes, will try to address this…
2011-11-20 16:38:23 +00:00

274 lines
7.4 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2007 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/shader/node_shader_tree.c
* \ingroup nodes
*/
#include <string.h>
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLF_translation.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_utildefines.h"
#include "GPU_material.h"
#include "RE_shader_ext.h"
#include "node_exec.h"
#include "node_util.h"
#include "node_shader_util.h"
static void foreach_nodetree(Main *main, void *calldata, bNodeTreeCallback func)
{
Material *ma;
Lamp *la;
World *wo;
for(ma= main->mat.first; ma; ma= ma->id.next)
if(ma->nodetree)
func(calldata, &ma->id, ma->nodetree);
for(la= main->lamp.first; la; la= la->id.next)
if(la->nodetree)
func(calldata, &la->id, la->nodetree);
for(wo= main->world.first; wo; wo= wo->id.next)
if(wo->nodetree)
func(calldata, &wo->id, wo->nodetree);
}
static void foreach_nodeclass(Scene *scene, void *calldata, bNodeClassCallback func)
{
func(calldata, NODE_CLASS_INPUT, IFACE_("Input"));
func(calldata, NODE_CLASS_OUTPUT, IFACE_("Output"));
if(scene_use_new_shading_nodes(scene)) {
func(calldata, NODE_CLASS_SHADER, IFACE_("Shader"));
func(calldata, NODE_CLASS_TEXTURE, IFACE_("Texture"));
}
func(calldata, NODE_CLASS_OP_COLOR, IFACE_("Color"));
func(calldata, NODE_CLASS_OP_VECTOR, IFACE_("Vector"));
func(calldata, NODE_CLASS_CONVERTOR, IFACE_("Convertor"));
func(calldata, NODE_CLASS_GROUP, IFACE_("Group"));
func(calldata, NODE_CLASS_LAYOUT, IFACE_("Layout"));
}
static void local_sync(bNodeTree *localtree, bNodeTree *ntree)
{
bNode *lnode;
/* copy over contents of previews */
for(lnode= localtree->nodes.first; lnode; lnode= lnode->next) {
if(ntreeNodeExists(ntree, lnode->new_node)) {
bNode *node= lnode->new_node;
if(node->preview && node->preview->rect) {
if(lnode->preview && lnode->preview->rect) {
int xsize= node->preview->xsize;
int ysize= node->preview->ysize;
memcpy(node->preview->rect, lnode->preview->rect, 4*xsize + xsize*ysize*sizeof(char)*4);
}
}
}
}
}
static void update(bNodeTree *ntree)
{
ntreeSetOutput(ntree);
}
bNodeTreeType ntreeType_Shader = {
/* type */ NTREE_SHADER,
/* id_name */ "NTShader Nodetree",
/* node_types */ { NULL, NULL },
/* free_cache */ NULL,
/* free_node_cache */ NULL,
/* foreach_nodetree */ foreach_nodetree,
/* foreach_nodeclass */ foreach_nodeclass,
/* localize */ NULL,
/* local_sync */ local_sync,
/* local_merge */ NULL,
/* update */ update,
/* update_node */ NULL,
/* validate_link */ NULL,
/* mute node */ node_shader_pass_on,
/* mute links node */ node_mute_get_links,
/* gpu mute node */ gpu_shader_pass_on
};
/* GPU material from shader nodes */
void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat)
{
bNodeTreeExec *exec;
exec = ntreeShaderBeginExecTree(ntree, 1);
ntreeExecGPUNodes(exec, mat, 1);
ntreeShaderEndExecTree(exec, 1);
}
/* **************** call to switch lamploop for material node ************ */
void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *);
void set_node_shader_lamp_loop(void (*lamp_loop_func)(ShadeInput *, ShadeResult *))
{
node_shader_lamp_loop= lamp_loop_func;
}
/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
* If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
*/
bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree, int use_tree_data)
{
bNodeTreeExec *exec;
bNode *node;
if (use_tree_data) {
/* XXX hack: prevent exec data from being generated twice.
* this should be handled by the renderer!
*/
if (ntree->execdata)
return ntree->execdata;
}
/* ensures only a single output node is enabled */
ntreeSetOutput(ntree);
/* common base initialization */
exec = ntree_exec_begin(ntree);
/* allocate the thread stack listbase array */
exec->threadstack= MEM_callocN(BLENDER_MAX_THREADS*sizeof(ListBase), "thread stack array");
for(node= exec->nodetree->nodes.first; node; node= node->next)
node->need_exec= 1;
if (use_tree_data) {
/* XXX this should not be necessary, but is still used for cmp/sha/tex nodes,
* which only store the ntree pointer. Should be fixed at some point!
*/
ntree->execdata = exec;
}
return exec;
}
/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
* If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
*/
void ntreeShaderEndExecTree(bNodeTreeExec *exec, int use_tree_data)
{
if(exec) {
bNodeTree *ntree= exec->nodetree;
bNodeThreadStack *nts;
int a;
if(exec->threadstack) {
for(a=0; a<BLENDER_MAX_THREADS; a++) {
for(nts=exec->threadstack[a].first; nts; nts=nts->next)
if (nts->stack) MEM_freeN(nts->stack);
BLI_freelistN(&exec->threadstack[a]);
}
MEM_freeN(exec->threadstack);
exec->threadstack= NULL;
}
ntree_exec_end(exec);
if (use_tree_data) {
/* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
ntree->execdata = NULL;
}
}
}
void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
{
ShaderCallData scd;
/*
@note: preserve material from ShadeInput for material id, nodetree execs change it
fix for bug "[#28012] Mat ID messy with shader nodes"
*/
Material *mat = shi->mat;
bNodeThreadStack *nts = NULL;
bNodeTreeExec *exec = ntree->execdata;
/* convert caller data to struct */
scd.shi= shi;
scd.shr= shr;
/* each material node has own local shaderesult, with optional copying */
memset(shr, 0, sizeof(ShadeResult));
/* ensure execdata is only initialized once */
if (!exec) {
BLI_lock_thread(LOCK_NODES);
if(!ntree->execdata)
ntree->execdata = ntreeShaderBeginExecTree(ntree, 1);
BLI_unlock_thread(LOCK_NODES);
exec = ntree->execdata;
}
nts= ntreeGetThreadStack(exec, shi->thread);
ntreeExecThreadNodes(exec, nts, &scd, shi->thread);
ntreeReleaseThreadStack(nts);
// @note: set material back to preserved material
shi->mat = mat;
/* better not allow negative for now */
if(shr->combined[0]<0.0f) shr->combined[0]= 0.0f;
if(shr->combined[1]<0.0f) shr->combined[1]= 0.0f;
if(shr->combined[2]<0.0f) shr->combined[2]= 0.0f;
}